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- using System;
- using UnityEngine;
- namespace VLB
- {
- public static class Utils
- {
- public static float ComputeConeRadiusEnd(float fallOffEnd, float spotAngle)
- {
- return fallOffEnd * Mathf.Tan(spotAngle * Mathf.Deg2Rad * 0.5f);
- }
- public static void Swap<T>(ref T a, ref T b)
- {
- var temp = a;
- a = b;
- b = temp;
- }
- public static string GetPath(Transform current)
- {
- if (current.parent == null)
- return "/" + current.name;
- return GetPath(current.parent) + "/" + current.name;
- }
- public static T NewWithComponent<T>(string name) where T : Component
- {
- return (new GameObject(name, typeof(T))).GetComponent<T>();
- }
- public static T GetOrAddComponent<T>(this GameObject self) where T : Component
- {
- var component = self.GetComponent<T>();
- if (component == null)
- component = self.AddComponent<T>();
- return component;
- }
- public static T GetOrAddComponent<T>(this MonoBehaviour self) where T : Component
- {
- return self.gameObject.GetOrAddComponent<T>();
- }
- /// <summary>
- /// true if the bit field or bit fields that are set in flags are also set in the current instance; otherwise, false.
- /// </summary>
- public static bool HasFlag(this Enum mask, Enum flags) // Same behavior than Enum.HasFlag is .NET 4
- {
- #if DEBUG
- if (mask.GetType() != flags.GetType())
- throw new System.ArgumentException(string.Format("The argument type, '{0}', is not the same as the enum type '{1}'.", flags.GetType(), mask.GetType()));
- #endif
- return ((int)(IConvertible)mask & (int)(IConvertible)flags) == (int)(IConvertible)flags;
- }
- public static Vector2 xy(this Vector3 aVector) { return new Vector2(aVector.x, aVector.y); }
- public static Vector2 xz(this Vector3 aVector) { return new Vector2(aVector.x, aVector.z); }
- public static Vector2 yz(this Vector3 aVector) { return new Vector2(aVector.y, aVector.z); }
- public static Vector2 yx(this Vector3 aVector) { return new Vector2(aVector.y, aVector.x); }
- public static Vector2 zx(this Vector3 aVector) { return new Vector2(aVector.z, aVector.x); }
- public static Vector2 zy(this Vector3 aVector) { return new Vector2(aVector.z, aVector.y); }
- public static bool Approximately(this Vector2 a, Vector2 b, float epsilon = 0.00001f) { return Vector2.SqrMagnitude(a - b) < epsilon; }
- public static bool Approximately(this Vector3 a, Vector3 b, float epsilon = 0.00001f) { return Vector3.SqrMagnitude(a - b) < epsilon; }
- public static bool Approximately(this Vector4 a, Vector4 b, float epsilon = 0.00001f) { return Vector4.SqrMagnitude(a - b) < epsilon; }
- public static Vector4 AsVector4(this Vector3 vec3, float w) { return new Vector4(vec3.x, vec3.y, vec3.z, w); }
- public static Vector4 PlaneEquation(Vector3 normalizedNormal, Vector3 pt) { return normalizedNormal.AsVector4(-Vector3.Dot(normalizedNormal, pt)); }
- public static float GetVolumeCubic(this Bounds self) { return self.size.x * self.size.y * self.size.z; }
- public static float GetMaxArea2D(this Bounds self) { return Mathf.Max(Mathf.Max(self.size.x * self.size.y, self.size.y * self.size.z), self.size.x * self.size.z); }
- public static Color Opaque(this Color self) { return new Color(self.r, self.g, self.b, 1f); }
- #if UNITY_EDITOR
- public static void GizmosDrawPlane(Vector3 normal, Vector3 position, Color color, Matrix4x4 mat, float size = 1f, float normalLength = 0.0f)
- {
- normal = normal.normalized;
- var prevMat = UnityEditor.Handles.matrix;
- var prevColor = UnityEditor.Handles.color;
- UnityEditor.Handles.matrix = mat;
- UnityEditor.Handles.color = color;
- UnityEditor.Handles.RectangleHandleCap(0, position, Quaternion.LookRotation(normal), size, EventType.Repaint);
- if (normalLength > 0.0f)
- {
- UnityEditor.Handles.DrawLine(position, position + normal * normalLength);
- UnityEditor.Handles.ConeHandleCap(0, position + normal * normalLength, Quaternion.LookRotation(normal), normalLength * 0.25f, EventType.Repaint);
- }
- UnityEditor.Handles.matrix = prevMat;
- UnityEditor.Handles.color = prevColor;
- }
- #endif // UNITY_EDITOR
- // Plane.Translate is not available in Unity 5
- public static Plane TranslateCustom(this Plane plane, Vector3 translation)
- {
- plane.distance += Vector3.Dot(translation.normalized, plane.normal) * translation.magnitude;
- return plane;
- }
- // Plane.ClosestPointOnPlaneCustom is not available in Unity 5
- public static Vector3 ClosestPointOnPlaneCustom(this Plane plane, Vector3 point)
- {
- return point - plane.GetDistanceToPoint(point) * plane.normal;
- }
- public static bool IsAlmostZero(float f) { return Mathf.Abs(f) < 0.001f; }
- public static bool IsValid(this Plane plane)
- {
- return plane.normal.sqrMagnitude > 0.5f;
- }
- public static void SetKeywordEnabled(this Material mat, string name, bool enabled)
- {
- if(enabled) mat.EnableKeyword(name);
- else mat.DisableKeyword(name);
- }
- public static void SetShaderKeywordEnabled(string name, bool enabled)
- {
- if (enabled) Shader.EnableKeyword(name);
- else Shader.DisableKeyword(name);
- }
- public static Matrix4x4 SampleInMatrix(this Gradient self, int floatPackingPrecision)
- {
- const int kSamplesCount = 16;
- var mat = new Matrix4x4();
- for (int i = 0; i < kSamplesCount; ++i)
- {
- var color = self.Evaluate(Mathf.Clamp01((float)(i) / (kSamplesCount - 1)));
- mat[i] = color.PackToFloat(floatPackingPrecision);
- }
- return mat;
- }
- public static Color[] SampleInArray(this Gradient self, int samplesCount)
- {
- var array = new Color[samplesCount];
- for (int i = 0; i < samplesCount; ++i)
- array[i] = self.Evaluate(Mathf.Clamp01((float)(i) / (samplesCount - 1)));
- return array;
- }
- static Vector4 Vector4_Floor(Vector4 vec) { return new Vector4(Mathf.Floor(vec.x), Mathf.Floor(vec.y), Mathf.Floor(vec.z), Mathf.Floor(vec.w)); }
- public static float PackToFloat(this Color color, int floatPackingPrecision)
- {
- Vector4 iVal = Vector4_Floor(color * (floatPackingPrecision - 1));
- float output = 0;
- output += iVal.x * floatPackingPrecision * floatPackingPrecision * floatPackingPrecision;
- output += iVal.y * floatPackingPrecision * floatPackingPrecision;
- output += iVal.z * floatPackingPrecision;
- output += iVal.w;
- return output;
- }
- public enum FloatPackingPrecision { High = 64, Low = 8, Undef = 0 }
- static FloatPackingPrecision ms_FloatPackingPrecision = FloatPackingPrecision.Undef;
- // OpenGL ES 2.0 GPU (graphicsShaderLevel = 30) usually have low float precision (16 bits on fragments)
- // So we lower the float packing precision on them (8 seems fine on Adreno (TM) 220, NVIDIA Tegra 3 and on Mali-450 MP)
- // https://docs.unity3d.com/Manual/SL-DataTypesAndPrecision.html
- const int kFloatPackingHighMinShaderLevel = 35;
- public static FloatPackingPrecision GetFloatPackingPrecision()
- {
- if (ms_FloatPackingPrecision == FloatPackingPrecision.Undef)
- {
- ms_FloatPackingPrecision = SystemInfo.graphicsShaderLevel >= kFloatPackingHighMinShaderLevel ? FloatPackingPrecision.High : FloatPackingPrecision.Low;
- }
- return ms_FloatPackingPrecision;
- }
- public static void MarkCurrentSceneDirty()
- {
- #if UNITY_EDITOR
- if (!Application.isPlaying)
- {
- #if UNITY_5_3_OR_NEWER
- UnityEditor.SceneManagement.EditorSceneManager.MarkSceneDirty(UnityEngine.SceneManagement.SceneManager.GetActiveScene());
- #else
- UnityEditor.EditorApplication.MarkSceneDirty();
- #endif
- }
- #endif
- }
- public static void MarkObjectDirty(UnityEngine.Object obj)
- {
- #if UNITY_EDITOR
- if (!Application.isPlaying)
- {
- UnityEditor.EditorUtility.SetDirty(obj);
- }
- #endif
- }
- #if UNITY_EDITOR
- public static bool IsEditorCamera(Camera cam)
- {
- var sceneView = UnityEditor.SceneView.currentDrawingSceneView;
- if (sceneView)
- {
- return cam == sceneView.camera;
- }
- return false;
- }
- public static void SetSameSceneVisibilityStatesThan(this GameObject self, GameObject model)
- {
- // SceneVisibilityManager is a feature available from 2019.2, but fixed for transient objects only from 2019.3.14f1
- // https://issuetracker.unity3d.com/issues/toggling-of-picking-and-visibility-flags-of-a-gameobject-is-ignored-when-gameobject-dot-hideflags-is-set-to-hideflags-dot-dontsave
- #if UNITY_2019_3_OR_NEWER
- bool pickingDisabled = UnityEditor.SceneVisibilityManager.instance.IsPickingDisabled(model);
- if (pickingDisabled) UnityEditor.SceneVisibilityManager.instance.DisablePicking(self, true);
- else UnityEditor.SceneVisibilityManager.instance.EnablePicking(self, true);
- bool hidden = UnityEditor.SceneVisibilityManager.instance.IsHidden(model);
- if (hidden) UnityEditor.SceneVisibilityManager.instance.Hide(self, true);
- else UnityEditor.SceneVisibilityManager.instance.Show(self, true);
- #endif
- }
- #endif
- }
- }
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